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Here we go again!
So now, inertia is calculated 100% realistic, but I've left
a modifier inside the algorithm. In this manner, you may
decide to use inertia as if it would only add with 50% force,
or even with 200% (things would move faster in latter case,
in first case, the original direction would be preserved better).
For this animation, it meant that the same amount of particles
as in the former now break up into several media-spheres.
But it's working!
I'm testing the inertia on my physics-simulation (particles inside
a box is the only physics I can actually pre-calculate not using
I/O), and will post that animation sometime soon (I hope).
Again, comments and suggestions welcome, especially if
anybody has a good idea for an example.
(And no, I didn't forget that "Move behind the emitter"-Animation,
I'll do that when the inertia is actually tested properly)
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
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You're right, it seems to work very well now.
The effect is a bit difficult to see though, because the individual
particles have so much randomness in the initial directions added.
Ideas for examples? I don't know. If anyone have any, I'd be interested
too...
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring: http://webring.povray.co.uk
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